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Odin: Moving Towards a New "core:OS"

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Re: Odin: Moving Towards a New "core:OS"

#91
post #16

Earlier quoted context omitted.

One thing I think worth considering for systems languages on this point: if you don't want to solve every expressiveness issue downstream of Result/Option/etc from the outset, look at Swift, which has nullable types. MyObject can't be null. MyObject? can be null. Handling nullability as a special thing might help with the billion-dollar mistake without generating pressure to have a fully fleshed out ADT solution and…

The Scala solution is the same as Haskell. for comprehensions are the same thing as do notation. The future is probably effect systems, so writing direct style code instead of using monads. It's interesting that effect system-ish ideas are in Zig and Odin as well. Odin has "context". There was a blog post saying it's basically for passing around a memory allocator (IIRC), which I think is a failure of imagination. Zi…

> for comprehensions are the same thing as do notation

The ergonomics of scala for comprehensions are, in my mind, needlessly gnarly and unpleasant to use despite the semantics being the same

Re: Odin: Moving Towards a New "core:OS"

#92

Earlier quoted context omitted.

I think the notion that "null" is a billion dollar mistake is well overblown. NULL/nil is just one of many invalid memory addresses, and in practice most of invalid memory address are not NULL. This is related to the drunkard’s search principle (a drunk man looks for his lost keys at night under a lamppost because he can see in that area). I have found that null pointers are usually very easy to find and fix, especia…

It's just weird to defend getting less help from the compiler in a situation where that help is so easy to give.

n.b. Sorry for the long reply, this is actually a really complex and complicated topic in terms of language design, trade-offs, and empirics.

It's a trade-off in design which is not immediately obvious. If you want to make pointers not have a `nil` state by default, this requires one of two possibilities: requiring the programmer to test every pointer on use, or assume pointers cannot be `nil`. The former is really annoying, and the latter requires something which I did not want to (which you will most likely not agree with just because it doesn't _seem_ like a bad thing from the start): explicit initialization of every value everywhere.

The first option is solved with `Maybe(^T)` in Odin, and that's fine. It's actually rare it is needed in practice, and when it is needed, it's either for documenting foreign code's usage of pointers (i.e. non-Odin code), or it's for things which are not pointers at all (in Odin code).

The second option is a subtle one: it forces a specific style and architectural practices whilst programming. Odin is designed around two things things: to be a C alternative which still feels like C whilst programming and "try to make the zero value useful", and as such, a lot of the constructs in the language and core library which are structured around this. Odin is trying to be a C alternative, and as such it is not trying to change how most C programmers actually program in the first place. This is why you are allowed to declare variables without an explicit initializer, but the difference to that of C is that variables will be zero-initialized by default (you can do `x: T = ---` to make it uninitialized stack memory, so it is an opt-in approach).

Fundamentally this idea of explicit individual-value based initialization everywhere is a viral concept which does lead to what I think are bad architectural decisions in the long run. Compilers are dumb---they cannot do everything for you, especially know the cost of the architectural decisions throughout your code, which requires knowing the intent of your code. When people argue that a lot of the explicit initialization can be "optimized" out, this is only thinking form a local position of individual values, which does total up to being slower in some cases.

To give an example of what I mean, take `make([]Some_Struct, N)`, in Odin, it just zeroes the memory because in some cases, it is literally free (i.e. `mmap` must zero). However, when you need to initialize each value of that slice, you are not turning a O(1) problem into a O(N) problem. And it can get worse if each field in the struct also needs its own form of construction.

But as I said in my original comment, I do not think the `nil` pointer problem, especially in Odin since it has other array constructs, is actually an empirical problem in practice. I know a lot of people want to "prove" things whatever they can at compile-time, but I still have to test a lot of code in the first place, and for this very very specific example, it is a trivial one to catch.

P.S. This "point" has been brought up a lot before, and I do think I need to write an article on the topic explaining my position because it is a bit tiring rewriting the same points out each time.

P.P.S. I also find this "gotcha" people bring up is the most common one because it is _seems_ like an obvious "simple" win, and I'd argue it's the exact opposite of either "simple" and even a "win". Language designing is all about trade-offs and compromises as there is never going to be a perfect language for anyone's problem. Even if you designed the DSL for your task, you'll still have loads of issues, especially with specific semantics (not just syntax).

Re: Odin: Moving Towards a New "core:OS"

#93

I like Odin and hope for it to gain more momentum. I have an important metric for new "systems" languages: does the language allow NULL for it's commonly used pointer type. Rust by default does not (References may _not_ be NULL). Here is where I think Odin makes a mistake. In the linked blog post Odin mentions ^os.File which means pointer to File (somewhat like *FILE in C). Theoretically the pointer can be NULL. In p…

Not a Odin user, but iirc odin also has Go like zero values. There is no practical option unless you have null. Like a string cant be null, its "at least" an empty string. But whats a base value for a pointer? A function? An interface? Either you wrap (ocaml style) or use null. Its pragmatism vs correctness, a balance as old as computing.

Odin's type system is just different to many other languages, and trying to compare it to others doesn't always work out very well.

`Maybe` does exist in Odin. So if you want a `nil` string either use `Maybe(string)` or `cstring` (which has both `nil` (since it is a pointer) and `""` which is the empty string, a non-nil pointer). Also, Odin doesn't have "interface"s since it's a strictly imperative procedural language.

As for you question about base values, I am not sure what you mean by this. Odin hasn't got a "everything is a pointer internally" approach like many GC'd languages. Odin follows in the C tradition, so the "base value" is just whatever the type is.

Re: Odin: Moving Towards a New "core:OS"

#94

Earlier quoted context omitted.

I think the notion that "null" is a billion dollar mistake is well overblown. NULL/nil is just one of many invalid memory addresses, and in practice most of invalid memory address are not NULL. This is related to the drunkard’s search principle (a drunk man looks for his lost keys at night under a lamppost because he can see in that area). I have found that null pointers are usually very easy to find and fix, especia…

> I have found that null pointers are usually very easy to find and fix, especially since most platforms reserve the first page of (virtual) memory to check for these errors. This is true. However, you have done these fixes after noticing them at runtime. This means that you have solved the null problem for a certain control + data state in code but you don't know where else it might crop up again. In millions of lin…

Here's what I said in another reply: https://news.ycombinator.com/item?id=46454185

But to answer your general points here: Odin is a different language with a different way of doing things compared to others, so their "solutions" to specific "problems" do not usually apply to a language like Odin.

The problem with solving the "60% case" means you now have introduced a completely different way of programming, which might solve that, but the expense of so many other cases. It's a hard language design question and people focusing on this specific case have not really considered how it effects anything else. Sadly, language features and constructs are rarely isolated from other things, even the architecture of the code the programmer writes.

As for C code, I agree it's bad that there is no way to know if a pointer uses NULL to indicate something or not, but that's pretty much not a problem in Odin. If people want to explicitly state that, they either use multiple return values, which is much more common in Odin (which is akin to Result in Rust, but of course not the same for numerous reasons), or they use `Maybe(^T)` (akin to Option in Rust).

I understand the problems that C programmers face, I am one, which is why I've tried to fix a lot of them without trying to be far from the general C "vibe".

Re: Odin: Moving Towards a New "core:OS"

#95
post #60

Earlier quoted context omitted.

I wonder if some day we'll look back differently on the "billion-dollar mistake" thing. The key problem with null references is that it forces you to either check any given reference to see if it's null if you don't already know, or you would have to have a contract that it can't be null. Not having null references really does solve that problem, but still in every day programs you often wind up with situations where…

It's overblown until it isn't. Hoare didn't pluck that number from thin air. This is now a solved problem in modern programming languages. If Odin doesn't have this and other essential memory safety features, it's certainly not worth the massive retooling effort.

But that's not really what I mean. What I am trying to say is that "solving" the problem doesn't really fully solve it after all.

Re: Odin: Moving Towards a New "core:OS"

#96

Earlier quoted context omitted.

> I have found that null pointers are usually very easy to find and fix, especially since most platforms reserve the first page of (virtual) memory to check for these errors. This is true. However, you have done these fixes after noticing them at runtime. This means that you have solved the null problem for a certain control + data state in code but you don't know where else it might crop up again. In millions of lin…

Here's what I said in another reply: https://news.ycombinator.com/item?id=46454185 But to answer your general points here: Odin is a different language with a different way of doing things compared to others, so their "solutions" to specific "problems" do not usually apply to a language like Odin. The problem with solving the "60% case" means you now have introduced a completely different way of programming, which mi…

Thanks for your reply.

> It's a hard language design question and people focusing on this specific case have not really considered how it effects anything else. Sadly, language features and constructs are rarely isolated from other things, even the architecture of the code the programmer writes

And my suggestion is that Rust has got the balance right when it comes to pointers. I can use the traditional unsafe nullable pointer *SomeStruct when it can be null and use &SomeStruct when it cannot be NULL in Rust. Initialization can be a bit painful in Rust but the wins are worth it. Yes, initialization can be less efficient in Rust but then most of the time spent is spend in algorithms when they run, not during initialization of the data structure.

Rust has needless complexity when it comes to asynchronous programming. The complexity is off the charts and the language just becomes unusable. But the non-async subset of Rust feels consistent and well engineered from a programming theory perspective.

In summary, Rust has not compromised itself by using non-null references as the default pointer type and neither will Odin, if it takes a different approach towards references. Take the example of OCaml - it also takes a very principled approach towards NULL. OTOH Java suffers from NULL problems as every object could be null in disguise.

Nevertheless Odin is a remarkably clean and powerful language and I'm following its progress closely ! Thanks for building it !

Re: Odin: Moving Towards a New "core:OS"

#97
post #4

I've been actively toying with Odin in past few days. As a Gopher, the syntax is partially familiar. But as it is a lower level language wiht manual-ish memory management, simple things require much more code to write and a ton of typecasting. Lack of any kind of OOP-ism, like inheritance(bad), encapsulation(ok), or methods(nobrainer), is very spartan and unpleasant in 2025, but that's just a personal preference. I d…

Thank you for the comment and trying out Odin, but there are a few things in your comment which seem a bit off to me. Odin is trying to be C alternative, not a Go without GC.

Odin does share a lot of similarities to Go, even including it's distinct type system. So requiring more type casting than your Go code is actually a surprise to me because Odin's rules a little more lax than Go's, but it's probably because you don't cast as often in Go for whatever reason, probably because it's not actually a systems-programming language, it's mostly just for web stuff. You're not actually dealing with different sized integers and floats all the time, you're just using `int` and `float64` in Go. If you had to use more, you'd actually realize Go requires even more casts than Odin.

Odin does lack methods BY DESIGN. It is not a design flaw, like you are thinking it is. And adding methods is not a "no-brainer", or you could argue adding them is a "no-brainer" as in you are not thinking about the consequences of them. We have a FAQ section on this topic entirely, so I won't copy and paste it here: https://odin-lang.org/docs/faq/#but-really-why-does-odin-not...

As for the other stuff you are complaining about: they're just libraries...

Odin is going to get an _official_ http package soon, and it has been in the works for a long time. It's going to be based on the native kernel async APIs (IOCP, io_uring, KQueue, etc), and from our preliminary tests, is a heck of a lot faster than any of approaches done with Go (and even many of the Rust approaches too).

There is a reason that I "vehemently [refuse] this notion and [try] to fight in every podcast" that Odin is only for games. You're literally saying because the official Odin compiler lacks a single official library (`core:net/http` which is in works as I said) for dealing with http, it isn't for web dev? Are you actually serious? There are third party libraries that already do this, but as I said, we are working on an official one already, which will be coming out this year for definite.

I highly recommend reading the following FAQ question to regarding the entirety of 'Is Odin "just" a language for game development?": https://odin-lang.org/docs/faq/#is-odin-just-a-language-for-...

But saying it is for gamedev is the most accidental compliment you could give it be gamedev is pretty much the most wide domain possible where you will do virtually every area of programming possible. All your comment told me is that you have no idea what gamedev actually involves.

Re: Odin: Moving Towards a New "core:OS"

#98
post #56

Earlier quoted context omitted.

> Odin is explicitly made for video games. Ginger Bill vehemently refuses this notion and tries to fight in every podcast, to "sell" Odin as general purpose low level language. But he is failing because of my points and your claim just proves it yet again that Odin has profiled itself as language for games when in reality that was never the intention of Bill. There is nothing wrong with that, it's just the perception…

Of all the real commercial apps written in Odin, few are games. JangaFX tools for example definitely involve graphics (like games), but they aren't games. And what exactly is a "video game" language? A language that's low level and can do fast maths? Almost all commercial games are written in C++, but no one calls that a "game" language...

Here's my reply to him so I don't have to repeat it all: https://news.ycombinator.com/item?id=46457272

But in short, my hypothesis is because the Odin compiler bundles many graphics-related packages but does not bundle with an official http package, it is therefore "only" for games. He has no idea what games actually involve to make, and it is the most accidental compliment he could give. And we already have an FAQ answer for this: https://odin-lang.org/docs/faq/#is-odin-just-a-language-for-...

Re: Odin: Moving Towards a New "core:OS"

#99

Earlier quoted context omitted.

Here's what I said in another reply: https://news.ycombinator.com/item?id=46454185 But to answer your general points here: Odin is a different language with a different way of doing things compared to others, so their "solutions" to specific "problems" do not usually apply to a language like Odin. The problem with solving the "60% case" means you now have introduced a completely different way of programming, which mi…

Thanks for your reply. > It's a hard language design question and people focusing on this specific case have not really considered how it effects anything else. Sadly, language features and constructs are rarely isolated from other things, even the architecture of the code the programmer writes And my suggestion is that Rust has got the balance right when it comes to pointers. I can use the traditional unsafe nullabl…

Unfortunately I don't think you've understand what I was I trying to say.

Rust was designed from day-0 around explicit individual-value based initialization. Odin from day-0 was not designed around this (explicitly).

This ever so minor choice might not seem like a big thing to you, as you have stated in your comment, but it leads to MASSIVE architectural decisions later on when the user programs.

Odin could not "just add" non-nil pointers and it be "fine". It would actually not be Odin any more, and the entire language would not even be a C alternative any more, and feel much more like C++ or Rust. Rust and OCaml (which Rust is based off) are different kinds of languages to Odin and their approach does not translate well to what Odin (or C) is trying to do.

Unfortunately I will not be able to explain this to you in a comment or article, and it is something that takes a while to understand since it is a subtle effect of locality affecting globality. The best video on this might be from Casey Muratori: https://www.youtube.com/watch?v=xt1KNDmOYqA

> Yes, initialization can be less efficient in Rust but then most of the time spent is spend in algorithms when they run, not during initialization of the data structure.

Sadly this isn't as true as you think it is. I've written a lot of C++ code before and doing its boilerplate for ctors/dtors actually leads to much slower code in general, and I'd argue this does apply to Rust too. Most of the time isn't necessarily spent in "algorithms", especially when "algorithms" also include initialization of values. You've turned something which could be O(1) into at best O(N), which does not help when things scale, especially with "algorithms".

Re: Odin: Moving Towards a New "core:OS"

#100

Earlier quoted context omitted.

That's a pretty heavyweight pattern. Wouldn't dynamic scope be better?

As another commenter wrote "how do you allocate memory without an allocator?" Even `malloc` has overhead. > Wouldn't dynamic scope be better? Dynamic scope would likely be heavier than what Odin has, since it'd require the language itself to keep track of this - and to an extent Odin does do this already with `context.allocator`, it just provides an escape hatch when you need something allocated in a specific way. Th…

> Dynamic scope would likely be heavier than what Odin has, since it'd require the language itself to keep track of this

Not necessarily, you can imagine that malloc() itself has an API that says "temporarily switch calls on this thread to a different allocator" and then you undo it later.

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